Eminence in Shadow

Mod based on the anime The Eminence in Shadow
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eminence-0.5.0.jar

File nameeminence-0.5.0.jar
Uploader
Profe3458yProfe3458y
Uploaded
Oct 16, 2026
Downloads
15
Size
3.2 MB
Mod Loaders
NeoForge
File ID
9206085
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:eminence-in-shadow-1739129:9206085"

Learn more about Curse Maven

What's new

* Boss rework: new models and animations for every boss
  - Possessed: hulking demon with bone pauldrons, a hood with glowing eyes and a moving jaw; writhes on its fists, rises and roars on entry; falls face down and burns away on death
  - Juggernaut: chained giant with a furnace core, iron muzzle, crystal growths and broken shackles; breaks his chains on entry, the core dies out when he falls
  - Aurora: floating witch with a streaming gown, knee-length hair, a thorn crown and orbiting blood orbs; sleeps curled in the air until woken, sinks to her knees on death
  - Diablos: towering horned demon with jointed bat wings, bone ribs around a burning core and a bladed tail; shadow and true forms
  - Zenon Griffey: his own model (Knight of Rounds with a greatsword, awakened skin) and an animation for every stance: entrance, combos, thrust, crescent, parry, counter, awakening, Blood Rain, death
  - Cid Kagenou: his own models for the student, Shadow and the atomic stage; lucky dodges, the transformation, slime blade combo, Mach Shadow, blade rain, doubles, I Am Atomic
  - Iris: full plate armour; entrance (rips her sword out of the ground), second wind and death on one knee
  - Alexia, Claire, Olivier: rebuilt on the same skeleton as Iris; Olivier unfolds wings of light in her second phase
  - Lutheran: frock coat, rapier and fencer stance; new parry, counter, Greed, pill, cleave, charge, entrance and death
  - Bosses no longer do the vanilla death flip or turn red while dying
  - Fixed: bosses leaned back where they should bow forward (and vice versa); arms now spread outward in roars
  - Boss swords are held in the fist instead of sticking out of the arm like an extension of it
  - Fixed flickering where model parts overlapped
* New boss bar: framed, with name and title, a damage trail, tenth marks and a pulse at low health
* The intro and phase cameras no longer spin with the boss and film from the player's side
* Enemies caught in a combo (stunned, knocked down or juggled) no longer shoot, explode or pick targets, including mobs from other mods
* First person:
  - A real arm holds your weapon and follows the whole swing; punches go forearm-first toward the crosshair
  - The off hand is visible too: it holds the guard and strikes on its own in left jabs and flurries
  - Every melee strike and the shared ability strikes have their own swing in front of the camera (the weapon used to vanish)
  - Hits feel heavier: a short hit-stop and camera jolt
* Melee animations:
  - Sword combo rebuilt: right-to-left, back left-to-right, overhead finisher, each with wind-up and follow-through
  - Fists: jabs with a step, hook, flurry, uppercut from a crouch, heavy hip-swing punch, a swaying stance
  - Heavy blows no longer lay your character flat on the ground
* Effects:
  - Blade trails follow the sword, are bigger and visible from first person
  - Every ability flashes on hit; strong hits shake the camera
  - Shockwaves have a hot core, a second wave, a rising wall of light and flying debris
  - Ability charging: a bigger glowing sigil and a burst at full charge
* Fixes:
  - Night vision no longer flickers after playing Delta or Zeta
  - Abilities now damage bosses from other mods that hide behind invulnerability (e.g. Helvar from Block Factory's Bosses)
  - Delta and Zeta can climb walls again
  - See-through holes in boss and mob models fixed
  - Cid Kagenou: 20k health per life instead of 38k, a shorter first stage; Diablos: 22k instead of 40k

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